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Ampere Webinar - The Future of The Attention Economy in The US
Ampere Webinar - The Future of The Attention Economy in The US
Ampere Webinar - The Future of The Attention Economy in The US
TV & video
Apple
Relaxing Audio
Press Games
Amazon
2
© Ampere Analysis 2022
Smartphone penetration by region, 2021
Are we at peak attention
economy? Device penetration
is a key factor North America 85%
Content Time
Asia Pacific 60%
Accessibility Attention
Wealth span
Decreasing
3
© Ampere Analysis 2022
The attention economy
Setting the scene
Gaming and online video among the huge range of media activities competing for attention
Top media touchpoints used by US consumers Average daily time spent on activity, US
Watching video
Watch broadcast TV
Gaming
82%
5
© Ampere Analysis 2022
The pandemic triggered a surge in media engagement, with gaming leading the way
US, interest over time (scale of 1-100): Google searches during 2020
Animal Crossing
100
Tiger King
80
Tenet
60 WAP
40
20
0
05 January 2020 05 March 2020 05 May 2020 05 July 2020 05 September 2020 05 November 2020
6
© Ampere Analysis 2022
Gaming and online video services compete for time, but fulfil different need states
7
© Ampere Analysis 2022
The competitive interplay of different media varies hugely by age
US Internet users 16-64 who engage in activity daily, by age group (%)
16-24 25-34 35-44 45-54 55-64
10% 8%
15%
28% 14%
17%
17%
22%
23% 23%
21%
25%
22% 24%
24%
18%
31%
23% 26%
9%
Watch broadcast TV channels Watch online TV or streaming video services Play games on games console, PC, Watch videos by influencers
smartphone or tablet
8
© Ampere Analysis 2022
Time spent gaming declines more drastically with age than time spent watching online video
Average daily minutes spent on activity, Average daily minutes spent on activity,
by age group, US by gender, US
308
8%
275 274 269 288
258 264
32%
72 71
62 66
48 45
25
Source: Ampere Games—Consumer, Q2 2022; Ampere Consumer, Q1 2022 Source: Ampere Games—Consumer, Q2 2022; Ampere Consumer, Q1 2022
9
© Ampere Analysis 2022
Global live-streaming games video hours watched across all
Gaming and video also have platforms* (bn)
9.3
symbiotic effects: Live- 8.8
10
© Ampere Analysis 2022
Time spent gaming is directly monetized more effectively than video viewing
0.43
Note: Combines consumer and market data: consumer data is ages 18-64,
Market data includes consumer revenue for all ages; does not include advertising revenue
Source: Ampere Games—Consumer, Q2 2022; Ampere Consumer, Q1 2022, ages 18-64 Source: Ampere Analysis
11
© Ampere Analysis 2022
Attention distribution
Video viewers & gamers
Proportion of Internet users who watch online video daily, by market
US among the top markets for (%)
51%
49% 48%
44% 44%
55-64 38%
15% 16-24 37%
23%
45-54
US daily online 22%
17% video viewers
by age
25-34
23%
35-44
21%
Brazil Mexico USA Italy Spain UK South Germany France Japan
Korea
Source: Ampere Games - Consumer, Q2 2022 Source: Ampere Games – Consumer, Q2 2022, ages 16-64
13
© Ampere Analysis 2022
The broadening TikTok audience adds a new competitive dynamic to the attention economy
US, share of TikTok active users by age group and quarter (%)
3% 6% 5% 6% 8%
8%
13% 15% 17%
20%
20%
22%
27% 22%
22%
30%
29% 27%
26%
25%
40%
30% 27% 29% 26%
14
© Ampere Analysis 2022
Media usage by age underlines bundling as a logical pan-generational entertainment strategy
US, media touchpoints used by online video viewers, by age group (%)
16-24 55-64
93% 95%
90%
88%
84%
82%
73%
67% 65%
53% 55%
50%
47%
43%
23%
15%
Use a virtual reality Read print magazines Listen to podcasts Watch broadcast TV Watch games-related Play video games Listen to music Use social media
headset video subscription services
Note: Media touchpoints used at least once in the past 12 months Source: Ampere Games – Consumer, Q2 2022
15
© Ampere Analysis 2022
Proportion of respondents who play video games daily, by market
Almost half of US Internet (%)
38%
32% 32%
55-64 30%
29%
10%
16-24 27% 26% 26%
26%
45-54
17%
US daily
gamers by age
35-44 25-34
23% 24%
Source: Ampere Games - Consumer, Q2 2022 Source: Ampere Games – Consumer, Q2 2022, ages 16-64
16
© Ampere Analysis 2022
Two thirds of heavy gamers in the US also watch online video services daily
67%
57% 55%
49% 48%
45%
30%
27% 27%
21%
Use social media Watch online Listen to music Watch videos by Listen to the Watch broadcast Watch games- Use Discord Listen to Watch esports Use VR
video services subscription influencers radio TV related video podcasts
services
Note: *Discord is text/voice social platform with 150m monthly active users in 2021 Source: Ampere Games – Consumer, Q2 2022, ages 16-64
17
© Ampere Analysis 2022
Gamers seek out influencer video content more regularly, despite declining social media engagement
1%
2% 4% 2%
Use social Watch broadcast TV Read online news Listen to the radio Watch online video Listen to music Watch Read print Listen to podcasts
media services subscription services influencer video newspapers
18
© Ampere Analysis 2022
Disruptive models
The metaverse and making leisure pay
Fortnite IP collaborations
IP convergence in games a key
element of emerging metaverse Collaboration Media Season
20
© Ampere Analysis 2022
Advent of ‘play-to-earn’ frees up previously inaccessible time, and uses appeal of NFTs
Interest over time: Google searches, 2021-2022, US Proportion of US consumers interested in purchasing
NFTs, by age (%)
100
NFTs 56%
48%
80 Metaverse
60
27%
40 21%
11%
20
0
20 June 2021 20 November 2021 20 April 2022 16-24 25-34 35-44 45-54 55-64
Note: Consumers who responded ‘Strongly agree’ or ‘Agree’ to statement “I am interested in buying NFTs”
Source: Google Source: Ampere Games – Consumer, Q2 2022
21
© Ampere Analysis 2022
‘View-to-earn’ may similarly reward video viewers for their engagement
43%
41%
34%
33%
31% 31%
30%
26% 27%
21%
20%
17%
Read positive reviews online I see it a lot on social media My friends/family are watching I like the actors/celebrities Recommended by my It was a genre I like
streaming service
22
© Ampere Analysis 2022
Should audiences be valued in the same way as creators?
16.4
13.8
9.7
6.5
4.6
3.0
1.7
23
© Ampere Analysis 2022
Key takeaways
Compared with
Multiple media Social media, apps, Video viewing and Short-form video In the emerging
video viewing, time Variation in media
activities are radio, TV and gaming collectively platforms metaverse, play-to-
spent gaming is usage by age
competing for online video are the account for 6 hours increasingly earn and view-to-
directly monetised underlines bundling
consumer attention, leading touchpoints of consumer time compete with earn models are
more effectively, as logical pan-
and are no longer for US consumers per day, at a ratio of traditional video, nascent, but could
driving greater generational
isolated within aged 16-64; gaming more than 5:1 in even among older liberate previously
consumer spend strategy
separate verticals is key for 25-44s favour of video demographics inaccessible time
per unit of time
24
© Ampere Analysis 2022
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